Hello all. I’m sorry if someone else posted something similar to this but I looked around and didn’t see anything. I made a little dude this morning with arms and legs and a gun and stuff, but he lacks the ability to stay in one piece. I’m fairly new so there’s probably some simple solution to this, but I would like his arms to stay where arms are supposed to be and his head to be above his pelvis like a normal person’s, but alas, his body just falls into a million pieces when I hit play. Well, more like 7. Any help would be greatly appreciated.
If the arms legs pelvis and other lil dude parts are supposed to be static in relation to each other as in dudes arms don’t swing you can just make one of the dude parts a parent dude part and the rest of the dudes little bits could be children of said dude parent. If dude needs to move his arms for some reason he will most likely want them attached with a physics joint of some kind rather than just being directly parented to the dude.
So I tried making the head the parent of all the body parts, but it did not work. His body still just falls into a little pile. Also, jut some more info, I created a layer called body and applied it to all the body parts.Then I disabled collisions between two parts with that layer to prevent the limbs from flying everywhere.
I got it! I just created an empty game object and made it the parent of all body parts
That is strange to me. I am pretty new to all of this but unless I am missing something it should have worked just fine having your torso as the parent and all of the arms legs and other parts as children. As far as I know and I may be corrected about this, children follow their parent. It seems you are pretty new to this as well so I suggest you play around with parenting and physics joints for a while maybe go through some of the learn section material and tutorials to get a handle on the basic stuff. You got me second guessing myself so I started with a blank project added 2 primitive cubes made one the parent of the other and moved them around. Try it out and just mess around with it a bit to see how it works. From what I can tell a child object follows a parent object whether the parent is an empty, a primitive, a complex mesh or any other object.